Cleric: Homebrew Domain

by driftvvood

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Image| 矮人 | chenhan lin |

Yes, they may be heavy drinkers, but damn they are fun to have at any shindig! These party priests focus on brewing booze for a good time and having others join in for a round!

Clerics of this domain enjoy a good drink and sharing with others, generally following gods that enjoy parties, benders, and fun times with friends like Dionysus, Hanseath, and Bud, the God of Light and Light Beer.

Homebrew Domain Spells

You gain domain spells at the cleric levels listed.

Cleric Level Spells
1st caustic brew, hideous laughter
3rd ray of enfeeblement, zone of truth
5th fast friends, plant growth
7th charm monster, resilient sphere
9th modify memory, synaptic static

Homebrewed

Drinking is a way of life, requiring both the forethought to brew your brews and handle yourself when drinking. At 1st level, you gain the following benefits:
Tasting Notes. You gain proficiency with brewers' supplies and the Persuasion skill.
Drunken Ramblings. If a creature is intoxicated, you can understand their drunken ramblings if they are capable of speaking any language.

Medicinal Mead. At the end of a rest, you may brew a number of drinks up to your Wisdom Modifier that spoil after finishing a long rest. These drinks take an action to consume, restoring hit points equal to half your Cleric level (minimum of 1). You may use this feature once per long rest.
Mug Master. You may use a drinking vessel, such as5a mug or a goblet, as a holy symbol and you may use any drinking vessel as a club when making melee attacks; when you take the attack action with a drinking vessel, you may add your Wisdom Modifier to attack and damage rolls.

Channel Divinity: I Propose a Toast!

Here's to your health! At 2nd level, you may use your action to Channel Divinity; for the next minute you may use your bonus action on each of your turns to choose one creature you can see within 30 feet to make a Charisma saving throw. If the target fails, they must use their reaction to raise a mug that magically appears in their hand and must use their action to take a shot.

After taking drinking, the target's movement is halved and they roll with disadvantage on Wisdom (Perception) checks and Dexterity saving throws until the start of their next turn. Additionally, you and any creature that fails their saving throw disadvantage on Intelligence ability checks for the next 10 minutes.

Beer Belly

At 6th level, all that booze has really had an effect on you, hopefully for the better. Whenever you roll lower than your cleric level on a Constitution ability check or Constitution saving throw, you may treat that roll as equaling your cleric level instead.

Additionally, after either using your Channel Divinity or drinking a Medicinal Mead, for the next hour you gain temporary hit points equal to your cleric level and you may add your half your cleric level in damage once on each of your turns when attacking with a drinking vessel.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with fermented fury. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Drinking Contest

Who will chug the fastest? At 17th level, you may use your action once per short rest to choose up to 10 creatures that you can hear or see within 60 feet, you and each chosen creature must make a Constitution check.

The creature with this highest ability check gains 20 temporary hit points and may use their reaction to move 30 feet and take an action. All other participants, forever known as "losers," are poisoned and incapacitated, until the end of their next turn.

 

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